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Member Since 16 May 2012
Online Last Active Today, 10:51 PM

Topics I've Started

A few amazing Battlefront 2 mods that have just come out.

07 January 2018 - 11:04 PM

In order to stick to the vein of Battlefront 2 discussions that have just sprung up, here are a few mods that were just released that make the game look and feel much better.




HarrisonFog's 2018 HD Graphics mod and Rezzed Maps



It adds much higher resolution textures (hence why he calls it "rezzed") and his 2018 Graphics mod complements it by adding extra levels of detail and brightens the skies significantly.


Currently he has released Hoth, Mustafar, Death Star Interior, Tatooine (Mos Eisley), Geonosis, Kamino, Coruscant, and Mygeeto


The Graphics mod is a Reshade Preset, so it will work on every map in the game.




Ultimate Sides Mod



First of all, this changes up some of the units so there are entirely new classes devoted to most existing classes and each complement eachother.


For example, the engineer no longer has to carry all of the healthkits, that role is taken over by an actual Support class which has their own regen buff. With the new units come a bunch of new weapons and abilities. http://www.moddb.com...ass-description


A big reason I also like this mod the most is that it greatly improves the blaster bolt sprites and makes firefights quite cinematic in dark spaces as it also causes them to cast a lot of ambient light.




If you want screenshots or videos of these mods ingame, there are a bunch on the Moddb site, and I frankly don't know if the authors would want me to repost them here. :D




I figured I'd mention these mods since it seems like most mods for Battlefront 2 (Original) are from 5 to 10 years ago, and it's good to see some new and better stuff still being developed for it.

Bug eyed holograms

27 December 2017 - 06:51 PM

I've been pondering this for quite some time, frankly to once and for all fix the issue of inner model geometry showing when a character is turned into a hologram. After so long we finally have people who understand the models to actually do this.

The issue I speak of is to the best of my knowledge because Obsidian decided instead of having a unique effect texture for holograms (As was the case in Kotor 1), they would instead just run a hologram filter over the character models themselves. This, I theorize caused unforeseen consequences such as the geometry of the eyes, teeth, and gums suddenly becoming visible of which looks frankly downright freaky.

I have previously attempted to mitigate this effect by manually painting the texture with a color that blends in better, but it only works on a few and doesn't work at all on some like the Peragus Medical Officer.

So, I want to know is, if indeed the issue is being caused by extra geometry in the model, could I somehow remove it from rendering or if perhaps there's a better way?

Yes, I will upload screenshots to illustrate the problem I'm attempting to describe. ;)

Request for a Reskinning or UVW Unwrap Tutorial in the Forums

21 March 2017 - 12:07 AM

I am in the process of doing some fairly complex reskins, but the UVW Unwrap on specifically the Gamorrean and Ithorian models is causing no end of trouble with its stretching in certain areas and its duplication of certain parts on the texture that I still can't pinpoint. 


To make the end result cleaner, I have determined I will have to either remake the UVW Unwrap locations and/or change the model geometry. However, I only know the basic and much less technical side of making a texture UVW, and to top that off, I'm using Blender as it has much less memory overhead and because it's free.



Since the game files have many egregious examples of poorly wrapped models, I was wondering if we could have some sort of in-depth tutorial on what to avoid doing when unwrapping or editing models, and possibly a step-by-step on creating a new UVW Unwrap for assets from the game files.


Perhaps if possible, maybe some people familiar with Blender could also help with translating the 3ds Max method as well?

Blasters Reloaded

24 February 2017 - 11:17 AM



File Name: Blasters Reloaded

File Submitter: Malkior

File Submitted: 23 Feb 2017

File Category: Mods

TSLRCM Compatible: Yes


=__- Blasters Reloaded: -_=
Ranged Weapon Feats Overhaul for KotOR 2






Many of my mods span back several years,
but this one is a bit more recent. Essentially at its core,
this is a realism mod focused on changing all of the blaster
feats to be tied to each individual item rather than being learnable on the Level Up screen.
This in turn means that you will need to purchase a blaster with the Rapid Fire,
Power Blast, or Sniper Shot feat in order to use those abilities.


-Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.


I designed this mod after noticing how in the later game,
all blasters except for very specific ones become pointless as the
Master versions of the blaster feats make up for any insufficiencies they have.
From a realism perspective, this made no sense, as you can't "learn"
how to fire any gun you find on full-auto; (or any other ranged feat spells)
and from a practical perspective, it removed the need to use anything other than
the gun you prefer for the entire playthrough, thus making purchasing weapons
a futile affair.


This mod is aimed to remedy that situation.




I have designed this mod to use the TSLPatcher for the
benefit of mod compatibility.
To install, hit the "Install Mod" button to proceed with the TSLPatcher
installation, ensuring there aren't any errors in the changelog.




To uninstall, copy-paste the .uti files and feat.2da in your Override folder
with the files from the "Backup" folder that the TSLPatcher created
(Should be inside the same folder as the installer .exe).




Please let me know if there are any mods that conflict with mine,
and I will work to make them compatible.




Please inform me and credit me if you would like to add my mod to your own.




This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
LiliArch for coming up with the mod idea in the IRC chat;
Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
The rest of DS for their constant support and feedback;
Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
Stoffe for the TSLPatcher;
Bioware for making Kotor 1; Obsidian for making Kotor 2;
Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...


Click here to download this file